Jase00's Forum Posts

  • I'm not sure what outcome you are getting, but looking at the first post, Variable2 would be correct. If you're outcome is that you are only seeing "first line" with no second line, then you should try resizing your Text objects' height in the layout editor or in an event!

  • Do it via numbers! All layers automatically get assigned a number. (Create on layer 0 for the topmost i think) :)

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  • mindfaQ

    Very true! Though having Youtube makes pretty much everything available to listen to for free :P

    Kyatric

    Nice playlist! I recognise a lot of the music you have in it, nice variety of different genres too! I grinned when I saw "The Beach - All Saints - Pure Shores" amongst all of the other music, I like the song, but it feels out of place with all the other music <img src="smileys/smiley36.gif" border="0" align="middle" />

    Your channels recent activity mentions Dan Bull. Not sure if you listen to him as much, but I'm a fan of him myself! I don't find myself listening to his music whilst developing though, I feel that rap music makes it more difficult to concentrate with short-term memory stuff, but hey that's just me :P

  • mindfaQ

    Haha I listen to Portal 2 soundtrack aswell! Very satisfying to listen to when trying to concentrate :P

    Beaverlicious

    I like NOFX and Pennywise too! Do you listen to "Social Distortion" or "Bad Religion"? I discovered NOFX and Pennywise through them :P

  • Huzzah! <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Katala , Haha you beat the high score, I only had 900,000 files at most! Glad I could be of use :P

    , I assume you went into the correct AppData folder, though I believe this file overload thing is only if you preview with Node-Webkit a lot. Perhaps you're using another browser :P The "Project Name" folder like in my first posts screenshot has the "Local Storage" folder, so if you didn't have this cache folder, you're Local Storage data in Node-Webkit wouldn't exist :P

    Ashley I'll try to be as thorough as possible :)

    It's when I'm previewing a single project multiple times, literally every time I hit the Preview button, it's creating files that won't get deleted. I'm currently looking into when it happens, and I've come to the conclusion that this all only happens when you're previewing a .caproj (NOT a .capx). I've explored my appdata folder, I can find only projects that are .caproj (I don't see any folders for the times I previewed bug tests and whatnot)

    And GOOD NEWS! Projects exported in Node-Webkit don't even create a "Cache" folder at all it appears! (Other files appeared in the appdata/projectname folder, such as a file called "lockfile", but nothing about the dreaded cache folder)

    Further investigation just to see how bad the damage is, is that upon previewing my game (which is a pretty busy game, but only "Approx.Download: 6.9mb, memory use: 14.2mb), the Cache folder will generate 2,063 files at startup, and will increase as other things load dynamically like sounds. It's got to 4,193 files from one single preview.

    Now here's where I my research becomes useless- I close the Node-Webkit preview, and the files remain there, and upon previewing again, it will randomly either reset back to 2,063 files, or it will continue adding on and get up to 8,000 files (and further). I don't really know what else to analyse after this lol.

    Hope this was of use!

  • Yes, this annoys me like crazy! I posted about it before, but nobody seems to be having a similar problem. It's a bugger to remove the cache on my computer.

    construct.net/en

  • Ashley

    Hah yeah looks like your right, instead of using "Set Y" and using impulse to push it upwards, it works fine! However, and I'm guessing this is just a physics limtiation, but upon adding another object (and a few "ForEach" actions), it seems that all objects will copy the last objects collisions. Capx

    Out of curiosity, howcome the physics behaviour allows you to disable collision from individual objects, whilst the general collision for sprites only allows ALL collisions to be enabled or disabled?

    I've come across 2 different scenarios where fine control over collision would be really useful, one involving regular collisions, and one for physics collision.

    1. Jump thru + physics. My platformer game has objects scattered around with physics behaviour that can be thrown about. The game is working very well (fully aware we should never combine physics+platformer behaviour :P), but if there is a Jumpthru platform (which would have immovable physics behaviour on it), the object wouldn't be able to go through the platform as it's travelling up. Having control over the collisions would allow me to disable collisions with jumpthrus whilst the object is travelling upwards, and enable them when travelling downwards!

    2. Portal style game. One major important thing would be disabling collisions with walls/floors as one is overlapping a portal, but not disabling all collisions as there needs to be a small amount of collision on the edges of the portals (Otherwise when you overlap a portal, you'll just fall). I ended up making a platformer engine with JUST physics to try and make this miniature portal game, and the collisions were crazy and seemed very unpredictable. I should have kept that capx but gave up and didn't save it :P

  • I apologise if this has already been reported or is just a known problem with no fix, but it's popped up in three different cases for me, and it's reproducible. :P

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/7765312/C2/BugPhysicsEnableDisable.capx

    Steps to reproduce:

    1. Open Capx.

    2. Watch as the blue square falls through the top platform.

    3. Click "Set Y to 0" to move Blue square back to top

    4. Watch as the blue square now lands on the top platform (should fall again)

    (I tried Trigger once, and foreach loops, all give the same result as this)

    Observed result:

    After moving the square back up, it will always land on the top platform

    Expected result:

    Blue square should ALWAYS fall through the top platform and land on the bottom.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: no

    Node-Webkit: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r150

  • It's possible to construct one using a lot of points in a collision polygon, which is highly inefficient considering the high point usage, and would probably be a good idea to just use a few different sprites to create an enclosed area. I personally don't know if I'd ever use this feature if it was added, but I definitely would find multiple collision boxes with tags to be useful! (which also has it's own workaround already, by pinning other sprites onto one object)

    Here's a capx of the (not best) workaround to make a hole in the collision mask (when making one yourself, make sure to put the overlapping collision points exactly over eachother, under/overlapping the area in a collision polygon will cause it to not be detected.)

    dl.dropboxusercontent.com/u/7765312/C2/HoleInACollisionBox.capx

    Hope this was helpful!

  • The link to blackhornets' application for spacing is what I use! When you are using that application and save, it creates a .txt and .xml file, which aid in giving you the easiest route to doing the individual character spacing in Construct 2, by either following the .txt and manually adding events, or importing the .xml file (I do the manual method).

    Everything works pretty fine for me really! It takes a bit of fiddling around if you wanted to add effects to your font before you import it (like glow effects) as it leaks onto other characters, but it's all pretty straightforwards after you figure it out once. I've managed to get neat looking spritefonts without too much hassle!

  • I updated the demo version on the Scirra Arcade, and made another video :)

    [tube]http://youtu.be/i1rjPg6vbGw[/tube]

    I appreciate the feedback that I have received! I get uber shy when it comes to showing off stuff!

  • I'm a UK student using Construct in a BTEC level 3.

  • I honestly would adore the option to cap the framerate. There's a big difference in gameplay comparing "30fps" to "randomly changing between 40-50fps" gameplay.

    I have a computer I test with sometimes and when it's running between 40-50fps, I wish I could cap it at 30 to keep it remaining smooth.

    The idea of uncapping for benchmarking is pretty nifty too, although not the main focus.

    I totally understand the fact that dt makes it so that the game runs the same regardless of framerate, but there certainly is stutter and difference when the framerate is constantly fluctuating.

    EDIT: To combat the "What if it ruins the experience for the users with better hardware that CAN fun 60fps", what about (not that I think this is an easy solution or anything) but a Framerate rounder? If the system keeps detecting that the fps is between 40-50, then it would round it down (Exactly like how FRAPS works when you record in a high framerate and then the game experiences lag, it forces the game's framerate down to 30fps)

  • +1!